Search results for "Interactive"
showing 10 items of 276 documents
Exploiting Cognitive Architectures to design Storytelling Activities for NarRob
2020
In this work, we exploited the potential of a cognitive architecture to model the characters of a story in an interactive storytelling system. The system is accessible through NarRob, a humanoid social robot, able to manage storytelling activities aimed at improving the emotional and social skills of children, also adding expressiveness to the narration by using proper associate gestures and emotional expressions. Our main goal was to implement the cognitive processes of the agents interpreted by the robot within an environment coinciding with a narrative context. The narrated story is largely inspired by the "FearNot!" game, where in our system, we modeled the cognitive processes elaborate…
A touchless gestural system for extended information access within a campus
2017
In the last two decades, we have witnessed a growing spread of touchless interfaces, facilitated by higher performances of computational systems, as well as the increased availability of cheaper sensors and devices. Putting the focus on gestural input, several researchers and designers used Kinect-like devices to implement touchless gestural interfaces. The latter extends the possible deployments and usage of public interactive displays. For example, wall-sized displays may become interactive even if they are unreachable by touch. Moreover, billboard-sized displays may be placed in safe cases to avoid vandalism, while still maintaining their interactivity. Finally, people with temporary or …
How to Define Games and Why We Need to
2019
This article provides guidelines on how to make useful game definitions and discusses when that is a worthwhile undertaking. It examines a recent article attempting to define videogames (Bergonse in Comput Games J 6(4):239–255, 2017. https://doi.org/10.1007/s40869-017-0045-4), and uses it as an example to discuss game definitions in general. It concludes with reasons why making a final definition of games is not possible and why we need to continue to define games. peerReviewed
Supporting tourism with public interactive displays
2019
Interactive displays are common in public and semi-public areas, such as museums, shopping malls, train stations, and even on streets. Especially with the emergence of new ways of interaction, interactive displays could be introduced to popular tourist attractions to support tourism. The aim of this tutorial is to prepare its participants for designing such interactive public displays. The tutorial will first introduce participants to state of the art in interactive public displays. This will be followed by a city tour where a number of local attractions are visited. Finally, the participants will brainstorm and create concepts for novel interactive public displays that aim to improve the e…
Using Multi-touch Multi-user Interactive Walls for Collaborative Active Learning
2019
Active learning has been advocated for enhancing students’ higher order cognition in social constructivist learning settings. However, with the increasing use of student-owned computing devices in face-to-face classrooms, there are risks of limited student-student interactions. Students are likely to be distracted by non-academic activities, hence becoming inactive with regards to the learning tasks. This article presents a technology enhanced learning approach, in which students perform group learning tasks using shared digital workspace while in a physical classroom. The workspace comprises of a 9-m wide screen wall with multi-touch, multi-user interfaces supporting multimodal interaction…
The motivational appeal of interactive storytelling: Towards a dimensional model of the user experience
2009
A conceptual account to the quality of the user experience that interactive storytelling intends to facilitate is introduced. Building on socialscientific research from `old' entertainment media, the experiential qualities of curiosity, suspense, aesthetic pleasantness, self-enhancement, and optimal task engagement ("flow") are proposed as key elements of a theory of user experience in interactive storytelling. Perspectives for the evolution of the model, research and application are briefly discussed.
Analysis and Visualization of Product Memory Layout in IP-XACT
2017
Modern ASIC and FPGA based embedded products use model based design, in which both hardware and software are developed in parallel. Previously HW was completed first and the information handed over to SW team, typically in the form of register tables. The information was even manually copied to SW code, making any changes error-prone and laborious. IP-XACT is the most feasible standard to model HW also for the SW needs. The HW design connectivity and overall memory layout may change due to component instantiations, configurations and conditional operation states, which makes it difficult to create register tables even for documentation. Current register design tools fall short in serving th…
LR-NIMBUS : an interactive algorithm for uncertain multiobjective optimization with lightly robust efficient solutions
2022
In this paper, we develop an interactive algorithm to support a decision maker to find a most preferred lightly robust efficient solution when solving uncertain multiobjective optimization problems. It extends the interactive NIMBUS method. The main idea underlying the designed algorithm, called LR-NIMBUS, is to ask the decision maker for a most acceptable (typical) scenario, find an efficient solution for this scenario satisfying the decision maker, and then apply the derived efficient solution to generate a lightly robust efficient solution. The preferences of the decision maker are incorporated through classifying the objective functions. A lightly robust efficient solution is generated …
Optimistic NAUTILUS navigator for multiobjective optimization with costly function evaluations
2022
AbstractWe introduce novel concepts to solve multiobjective optimization problems involving (computationally) expensive function evaluations and propose a new interactive method called O-NAUTILUS. It combines ideas of trade-off free search and navigation (where a decision maker sees changes in objective function values in real time) and extends the NAUTILUS Navigator method to surrogate-assisted optimization. Importantly, it utilizes uncertainty quantification from surrogate models like Kriging or properties like Lipschitz continuity to approximate a so-called optimistic Pareto optimal set. This enables the decision maker to search in unexplored parts of the Pareto optimal set and requires …
The Patras blended strategy model for deep and meaningful learning in quality life-long distance education
2019
Life‑long learning is currently being embraced as a central process that could disrupt traditional educational paths. Apparently, the (ideal) type of learning often promoted is deep and meaningful learning, though it is not always required to be so. Deep learning goes beyond superficial knowledge assimilation of unlinked facts; it aims at developing deep disciplinary understanding, transformative knowledge, personal meaning, emotional intelligence, critical thinking, creativity and metacognitive skills. Meaningful learning occurs when learning is active, constructive, intentional, authentic, and cooperative. Technology enhanced teaching and learning methods should prove their potential to t…